Transfer small blind and minimum raise amount to client.
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@@ -419,6 +419,7 @@ ServerGameStateWaitAck::InternalProcess(ServerGameThread &server, SessionWrapper
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if (server.GetSessionManager().CountReadySessions() == server.GetSessionManager().GetRawSessionCount())
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{
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// Everyone is ready.
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server.GetSessionManager().ResetAllReadyFlags();
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server.SetState(SERVER_START_GAME_STATE::Instance());
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retVal = MSG_SOCK_INIT_DONE;
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}
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@@ -505,8 +506,6 @@ ServerGameStateStartHand::~ServerGameStateStartHand()
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int
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ServerGameStateStartHand::Process(ServerGameThread &server)
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{
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boost::shared_ptr<NetPacket> answer(new NetPacketHandStart);
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// Initialize hand.
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Game &curGame = server.GetGame();
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curGame.initHand();
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@@ -533,6 +532,7 @@ ServerGameStateStartHand::Process(ServerGameThread &server)
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NetPacketHandStart::Data handStartData;
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handStartData.yourCards[0] = static_cast<unsigned>(cards[0]);
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handStartData.yourCards[1] = static_cast<unsigned>(cards[1]);
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handStartData.smallBlind = curGame.getCurrentHand()->getSmallBlind();
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static_cast<NetPacketHandStart *>(notifyCards.get())->SetData(handStartData);
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server.GetSender().Send(tmpPlayer->getNetSessionData()->GetSocket(), notifyCards);
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@@ -690,6 +690,7 @@ ServerGameStateStartRound::Process(ServerGameThread &server)
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NetPacketPlayersTurn::Data playersTurnData;
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playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
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playersTurnData.playerId = curPlayer->getMyUniqueID();
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playersTurnData.minimumRaise = curGame.getCurrentHand()->getCurrentBeRo()->getMinimumRaise();
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static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
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server.SendToAllPlayers(notification, SessionData::Game);
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